Definition:
Esports betting refers to the act of placing wagers on competitive video gaming events. It involves predicting the outcomes of Esports matches or tournaments and placing bets on various aspects, such as the winning team, individual player performances, or specific in-game events. Esports betting has gained significant popularity, with dedicated platforms and bookmakers offering odds and opportunities for enthusiasts to engage in this form of gambling related to the rapidly growing Esports industry.Additional information:
Data includes revenue figures in Gross Gambling Revenue (GGR), which is the total amount of bets placed by customers minus the amount paid out in winnings, Users, average revenue per user (ARPU), user penetration rate, and a breakdown of revenue shares of the total betting market. User and revenue figures represent B2C services.Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Aug 2024
Source: Statista Market Insights
Most recent update: Aug 2024
Source: Statista Market Insights
In Italy, the Esports Betting market within the eSports market is facing subdued growth due to various factors, such as limited consumer awareness and regulatory restrictions. Despite this, the market is still seeing some growth thanks to the increasing popularity of eSports and the convenience of online betting.
Customer preferences: The Esports Betting Market within the eSports Market is witnessing a rise in demand for virtual and online gaming experiences, as consumers increasingly turn to digital solutions for entertainment and socialization. This trend is shaped by the growing popularity of online gaming communities and the rise of mobile gaming platforms. Additionally, the rise in remote work and social distancing measures has led to an increased interest in virtual events and tournaments, further driving the growth of the Esports Betting Market within the eSports Market.
Trends in the market: In Italy, the Esports Betting Market is experiencing a surge in popularity, driven by the increasing adoption of esports as a mainstream form of entertainment. This trend is expected to continue, with the market projected to reach a value of $1.5 billion by 2024. In addition, the rise of mobile gaming and the use of virtual reality in esports are key factors contributing to the growth of the industry. These developments have significant implications for industry stakeholders, as they open up new opportunities for partnerships, sponsorships, and advertising. Furthermore, the use of blockchain technology in esports betting is gaining momentum, providing a secure and transparent platform for players and bettors. This trend is expected to continue, with potential implications for the regulation and legalization of esports betting in Italy.
Local special circumstances: In Italy, the Esports Betting Market is heavily influenced by the country's strong gaming culture and the popularity of traditional sports such as soccer. This has led to a rise in partnerships between traditional sports clubs and esports teams, creating a unique crossover between the two industries. Additionally, Italy's strict gambling regulations have resulted in the emergence of a licensed and regulated esports betting market, ensuring consumer protection and responsible gambling practices. These factors have contributed to the growth and success of the Esports Betting Market in Italy.
Underlying macroeconomic factors: The Esports Betting Market within the eSports Market in Italy is affected by macroeconomic factors such as the overall economic health of the country, government policies, and global economic trends. Countries with stable economies and favorable government policies are expected to experience faster growth in the market compared to those facing economic challenges and regulatory obstacles. Moreover, the growing popularity of esports and the increasing number of players and fans worldwide are driving the demand for betting services, leading to market growth. Additionally, the rising disposable income and changing consumer preferences towards online and digital entertainment are also contributing to the growth of the Esports Betting Market in Italy.
Most recent update: Aug 2024
Source: Statista Market Insights
Most recent update: Aug 2024
Source: Statista Market Insights
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Esports betting market, which comprises revenues from online betting on Esports events. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.Modeling approach / market size:
The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.Forecasts:
We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.Additional notes:
The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights